Game Development Community

Paul /*Wedge*/ DElia's Forum Posts

Thread Post Date Posted
How to create machinima in TGE 1.4? [url=http://trashtalk.illclan.com/]http://trashtalk.illclan.com/[/url] There's an actual machinma... read more 10/03/2006 (11:34 am)
Where to Find Documentation on Recording Trigger Counts What are you confused about? That code snippet shows what you are looking for. It's creating globa... read more 10/02/2006 (11:22 am)
Question: spawning objects. No, what you used is probably fine. The example above doesn't really have anything to do with spawn... read more 10/02/2006 (11:07 am)
Seamless Planet Landing/Take Off? I don't really see why you would need spherical terrain. Atlas could load up a whole planets worth ... read more 10/02/2006 (11:00 am)
Is it possible to apply moments in Torque 2D? SetAngularVelocity. It's a linear rotational speed, though you can use it to write your own physics... read more 09/29/2006 (2:05 pm)
New to Torque. Using TGB There are more docs on [url=http://tdn.garagegames.com/wiki/Torque_Game_Builder]TDN here[/url], thou... read more 09/29/2006 (1:17 pm)
Chaingun.... I think there is also some built in code for handling chaingun type animation left over from Tribes ... read more 09/26/2006 (2:32 pm)
How to disable culling There's already a function you can call to give something infinite bounds and make it always render.... read more 09/25/2006 (2:14 pm)
Can't select RIGID for colision response in TGB. Please help Yeah, it's still there, just set it in code. It was taken out of the editor to keep people from pla... read more 09/25/2006 (10:59 am)
Two questions about particles 1. Sure? 2. You could have your emitters on a seperate scenegraph and leave that one unpaused.... read more 09/24/2006 (1:37 pm)
Vintage Garage Games (a trip through website memory lane :0) ) Yeah that's what it was originally called, hence you can see where the "Torque" retitling came from.... read more 09/24/2006 (1:07 pm)
Rigid.cc and rigidShape Well yes, the rigid code is based off the vehicle code, so it was never intended for use on more tha... read more 09/22/2006 (2:33 pm)
Rigid.cc and rigidShape Spheres for rigid poly collision??? If you want accurate spherical physics, you'll want a custom ph... read more 09/22/2006 (11:27 am)
Torque Engine Demo Version 1.1 (mac) Brickland is all script right? The odds are it could be ported without too much trouble to the Mac ... read more 09/22/2006 (11:22 am)
TorqueScript and memory management Like many experienced developers who see Torque Script for the first time, you are making things muc... read more 09/21/2006 (11:34 am)
Creating Cityscapes I've experimented with portalling open ceiling areas, and it didn't seem possible. An "invisible" c... read more 09/21/2006 (11:15 am)
Help with code Bucket1.getRotation() == 45 You use two equals signs for a comparison operator.... read more 09/20/2006 (2:59 pm)
Spawning static sprites in random locations Just some pseudoish code [code] for(%i = 0; %i < 50; %i++){ new t2dStaticSprite(){ scenegraph... read more 09/20/2006 (1:58 pm)
Need Help Understanding Variables, Functions, and Methods The answer is dynamic variables. In your PlayerBall::fire function, add [code] %this.particleEff ... read more 09/19/2006 (2:58 pm)
Demo victi / pc game / torque game engine Wow, this is pretty interesting. Do you guys have an Image of the Day pending for this? The grap... read more 09/19/2006 (1:55 pm)
Using T2D's particle engine for motion blur? Then you hadn't played old school Ninja Gaiden enough ;D. I just threw that effect on some stuff ... read more 09/19/2006 (1:34 pm)
Lower Layer = Higher Mouse Priority? (1.1.1) There are onMouseEnter/onMouseLeave callbacks for sceneObjects... in the current build of TGB I have... read more 09/19/2006 (1:29 pm)
Slow Editor The best way you're going to figure that out is by prototyping what you want in your game and seeing... read more 09/19/2006 (10:58 am)
Newbie Collision Questions The simplest melee you can do, is just making a forward raycast check when you attack with the weapo... read more 09/19/2006 (10:45 am)
Resident evil 4 camera & splitscreen question You can't get a new camera system in TGE without owning the engine and source code. Making the thir... read more 09/19/2006 (10:38 am)
Slow Editor It depends on the kind of game you're trying to make. A complex game with lots of collision data an... read more 09/18/2006 (4:17 pm)
Lower Layer = Higher Mouse Priority? (1.1.1) T2dSprites (or t2dSceneObjects rather) have full mouse callbacks as long as you have the window set ... read more 09/18/2006 (2:44 pm)
T2dParticleEffect stretching Don't those scripts come with TGB? Maybe I'm wrong, I have it here locally anyways. You get the gr... read more 09/18/2006 (12:55 pm)
Remain in a crouch pose This is not something you can do from script alone. Maybe these two resources can help? [url]http:... read more 09/15/2006 (4:50 pm)
Animated Collision Detection Have you considered making the wings as seperate sprites, mounting them to the base ship, and rotati... read more 09/15/2006 (2:47 pm)
Realtime Radiosity Bugs Wooo, it worked on my 6600GT at home. It ran decentley up until the pillar scene with global lighti... read more 09/15/2006 (10:46 am)
Inheritance / polymorphism? Yes. I believe that is what the SuperClass field is for. I.E. SuperClass = "BadGuy" and Class = "S... read more 09/14/2006 (3:28 pm)
Animated Collision Detection It is possible, it's fairly trivial to update the collision poly of an object from script based on i... read more 09/14/2006 (11:10 am)
Raycast Trouble Oh the damage function does exist, it's just not being used properly. You don't want to use applyD... read more 09/14/2006 (10:58 am)
Wanna apply a delay in the firing of a weapon with a fixed rate Adjust the stateTimeout values in your weaponimage's statemachine where it is firing/reloading/etc. ... read more 09/14/2006 (10:52 am)
T2dParticleEffect stretching Uncheck "Fixed Aspect" in your particle settings? I think you could get something like that witht h... read more 09/13/2006 (11:46 am)
Dust in light Precipitation FX could look more natural in a contrasted lit environment, as the dust floating aroun... read more 09/13/2006 (11:44 am)
Realtime Radiosity Bugs Sounds really cool! Unfortunately it just crashes trying to run on my crappy X300 at work. I'll tr... read more 09/13/2006 (11:16 am)
Raycast Trouble Try adding %obj to the end of the RayCast? Like: [code] ContainerRayCast(%MuzzlePoint,%endPoint,$... read more 09/13/2006 (11:14 am)
It's possible set a margin of the visual one player? MinLookAngle = -1; maxLookAngle = 1;... read more 09/13/2006 (11:04 am)
A sitting pose and skin problem If I recall, using setSkinName requires your textures to have a specific naming convention. Like, "... read more 09/12/2006 (3:11 pm)
CastCollision Method Wouldn't pickLine/pickRect be faster if you don't need poly level collision checks? I don't actuall... read more 09/12/2006 (11:08 am)
Networked Terrain Deformation Problem What happens when you run a dedicated server, so only players in full client mode can connect?... read more 09/12/2006 (10:59 am)
Organizing files in the World Creator There is also a name field at the top of any objects properties that you can set, when you select th... read more 09/11/2006 (3:29 pm)
Questions before purchase If most of your experience is with Flash, TGB is going to be much easier to get into. TGE is a seri... read more 09/08/2006 (7:19 pm)
Torque engine scalability I recognize those specs. You're not getting it on the DS. Or any commercial PC based engine for th... read more 09/08/2006 (2:38 pm)
Adding a mana feature? The bar is just tied to the energy level? You don't access it directly.... read more 09/08/2006 (11:47 am)
Casino Royal - who can resist Bond, James Bond Generic action movies are a dime a dozen. Bond movies used to at least have a unique sense of style... read more 09/08/2006 (11:44 am)
What is the use of startHeartbeat? Yes I think so.... read more 09/08/2006 (11:00 am)
GameConnection Object ? in TGE ? It's the same networking as TGE. TGB just doesn't have it's objects written to be used in a realtim... read more 09/08/2006 (11:00 am)